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Reduce Infernal Rain damage by 25% after lvl1
#21
*push*

Did one ever calculated the rains overall damage?

At lvl one: five waves per 640 damage, that 3200 damage for a level 1 skill on EVERY target within an area of 900 in every direction around the infernal while moving around.
Sky Fortess does with lvl1 bombs 5x500 damage within an area of 150 and damagin itself?
Titans hailfire and devil explosion do 1000 damage each...

I think even the initial damage is too huge besides area of effect AND moving ability.
Marvin Wrote:The first ten million years were the worst and the second ten million years, they were the worst too. The third ten million years I didn't enjoy at all. After that I went into a bit of a decline
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#22
Hm, maybe the Infernal should be slower during his ultimate? I also wanted to add a visual effect to the infernal, so it's easier to see when he casted his ultimate.
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#23
*If there are 1-2 infernals noone will ever deal more than 2 waves of damage.

*Comparing an Ultimate with an normal skill is inadequate.

*Comparing any skills 1 to 1 is inadequate.

Nevertheless some sort of slow (but not too much) might be good with the chaos teleport change in the next version to keep the balance of the tank.
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#24
Quote:*push*

Did one ever calculated the rains overall damage?

At lvl one: five waves per 640 damage, that 3200 damage for a level 1 skill on EVERY target within an area of 900 in every direction around the infernal while moving around.
Sky Fortess does with lvl1 bombs 5x500 damage within an area of 150 and damagin itself?
Titans hailfire and devil explosion do 1000 damage each...

I think even the initial damage is too huge besides area of effect AND moving ability.

You compare 18k tank's ultimate vs 16k tank's normal skill? And also all ultimates start with 50% power and goes up to 100% power at level 5.
At level 5 SF deals 12500 damage and Infernal deals only 6400 damage. No need to say a normal ability can be lvl 5 at tank lvl 13, where ultimates at lvl 22.
Even Demolisher's ultimate deals 2250 damage in an 150 AoE.. Though its a DoT spell but needs no channeling. Inf Ulti can be stopped with a stun.
Trolololo
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#25
Quote:You compare 18k tank's ultimate vs 16k tank's normal skill?


You've got my point...NOT - i've talked about initial damage, and yes, i've compared it with both tanks next to infernal, which are Sky Fortress and Titan - there is nothing else to compare with.

Quote:Even Demolisher's ultimate deals 2250 damage in an 150 AoE.. Though its a DoT spell but needs no channeling. Inf Ulti can be stopped with a stun.
2250 to a single target (besides realy close by targets at start) is nothing compared to 3200 at lvl1 vs EVERYTHING within 900 range. You know, everthing includes every fucking creeps, refering to gammas assumption about starting with ulti lvl3 there are no other target but tanks within in second. Not much time to prevent dying, which is nearly impossible without stun or teleport.
Marvin Wrote:The first ten million years were the worst and the second ten million years, they were the worst too. The third ten million years I didn't enjoy at all. After that I went into a bit of a decline
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#26
Hmm - I think some just forgot, that I only suggest to reduce the damage from

5*1280= 6400 damage
to
5*1120= 5600 damage

not more.
Random Player
- noob, nobody, medium, pro - we will see what happens ^^
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#27
How about changing the wave count from 1 to 5 (or 2 to 6 or 3 to 7, whatever) each dealing maybe 1111dmg (perhabs increasing with weapon upgrades?) , so you get one additinal wave per skill level?

This way it wouldn't be that strong in the beginning and still usabale at end game
Marvin Wrote:The first ten million years were the worst and the second ten million years, they were the worst too. The third ten million years I didn't enjoy at all. After that I went into a bit of a decline
Reply


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